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Thread: The Gaming Tailgate: NCAA Football 12 Preview

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  1. #421
    Administrator cdj's Avatar
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    Quote Originally Posted by ram29jackson View Post
    were there a lot of tackling animations or did it get a little repetitive with the ones you are familiar with from NCAA 11 ?
    Like Oneback said, there are just a lot of new animations added. In the time I played, I never saw anything I thought were extremely repetitive. Granted, that may change once we all log 100+ hours.

    Quote Originally Posted by d2721 View Post
    Anyone know if the new techfit jerseys for Notre Dame are in?
    I don't think so, but MPDamon would know best. Do you have a good side pic of their unis? I played Damon in a game and also saw him play WhoisDo several times with ND, so a pic might jog my memory.

    Quote Originally Posted by d2721 View Post
    Does the "special entrances for BCS games" include that Saturday night football theme music? thanks
    I think the music is the same, but the special entrance I referred to is below. (Using Spoiler tags in case someone wants to wait and find out come July 12.)

    Spoiler: show


    Quote Originally Posted by VWEBBJR View Post
    Not sure if any one of you guys played with Oregon but I wanted to know if the unis they wore from the Nat'l Championship game are in the game?

    I think they were in last year's game (or close enough), but I don't think they added in the yellow socks and those shoes. I skimmed through UO's unis quickly (I knew we'd get some Oregon uniform questions!) and didn't see them. I'm not sure if all uni's were added in though.

  2. #422
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    Quote Originally Posted by Wolverines05 View Post
    i hope one you guys can shed some light on this subject, whether the developers are aware of it, and whether it can be corrected before release. thanks alot
    I didn't speak with any developers about this, so I can't say if they're aware of it. As far as between now and release ... it's unlikely, to be honest, in my opinion. This isn't from any inside information or anything like that, totally my opinion, but making a change of that magnitude between now and release would completely change the balance of the game. Timing of every animation would need to be modified with a change like that.

    Personally, I haven't noticed such a major change from NCAA 10 to 11 in terms of player strides -- I may have to take a look at this later.
    Twitter: @3YardsandACloud

  3. #423
    file:///C:/Users/Damion/Desktop/ND%20Pics/ND.jpg

  4. #424
    file:///C:/Users/Damion/Desktop/ND%20Pics/106449420_crop_340x234.jpg

  5. #425
    i know new stuff about zone d, tackling, etc. is gonna be answered, so im gonna ask some different things. so here are some suggestions/questions:

    1.) make home field advantage matter more: the squiggly lines from the pre snap play art dont really hurt your opponent at all, as it is still incredibly obviously that my player is running a streak/slant/etc. just b/c the play art is squiggly doesn't mean i can't tell what route my wr is running! instead, perhaps show 2 possible routes that the receiver is running and take out the squiggly lines. this way i wont know for sure what my wr is going to run, and that would be a real HFA. especially with the new emphasis on differentiating crowds, this would be awesome. bring the presentation element into the gameplay too.

    2.) any new running animations (jukes/spins) or new running styles? I personally feel that NHL and FIFA do a great job of giving you a lot of smooth control on the sticks, with tons of variety in the types of moves you can pull off. in ncaa/madden, you can really do a left/right juke, truck, back juke, etc. with a simple flick of the right stick. if more moves were given to the runner, for example diff. types of jukes, it would give a lot more control to the user along with a greater arsenal of moves. this would really help separate good gamers from bad, and it would make the running game deeper and it would feel awesome to know that executing an awesome juke to blow by your defender was all your doing.

    3.) any changes to the locomotion system? i thought last year was a good start, but def. needed enhancements.

    4.) is the highly touted motivation system from NCAA 2008 in the game anymore? lol

    5.) please suggest that qb accuracy needs to toned way way down. in the demo of ncaa 11, there were actually under/over throws and ratings really seemed to dictate the outcome of the throws. of course once the game launched and was patched, it was back to the same old perfect pass every time. it made the game incredibly offensive oriented again, and also meant that ratings didnt matter pretty much. which then meant that there was no penalty for having a mobile qb whose accuracy ratings sucked. i really hope that qbs accuracy are more accurate to real life, meaning much less accurate in the game. i want to see under over throws, receivers barely able to make a play. not only would this lead to more realistic passing stats and completion %, but it would actually cut down on interceptions. this is because most interceptions come from a defender being in front of the receiver, meaning right in front of a predictable perfect pass. i dont want to be able to roll all the way right, throw 50 yds downfield across my body for a perfect throw, even if it means i wont have an all to easy to come by TD. if this was addressed, it would eliminate cheesers ten fold and force them to play sim. GET this in the game!!!

    6.) now if i were you guys, i would try to break/mess with the game to point out any flaws. im guessing you do this already. but moreover, in previous years, you could put your punters/kickers/qbs on the o line, and they would do just fine against the d line. this also works the other way around. there are really sad videos of this online, not to mention ive done this myself, but i believe the problem lies with the fact that there are no "BAD" animations in the game. meaning, a punter with 14 run/pass blocking will play just as well as the o lineman with 65 ratings b/c there are no animations that are meant for a player under a certain rating. adding bad animations, where my punter would realistically get destroyed and would never be able to hold a block, get past an o lineman in a thousand years, would help expand that ratings curve in an easy way. this also applies to every rating that requires an animation, so tackling route running, catching, etc.

    7.) i think one of you touched on this a little, but it was said that there is more band music playing throughout the game? i think it would be awesome to hear epic band music playing, like Requiem for a Dream, other epic music that is heard at games instead of just generic drums/trumpets.

    ive def got more to come, but this is so awesome that you guys are doing this!!!

  6. #426
    Administrator cdj's Avatar
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    Quote Originally Posted by d2721 View Post
    file:///C:/Users/Damion/Desktop/ND%20Pics/ND.jpg
    Go to Imageshack.us and upload your pic there. Right now you are posting the physical location of the pic on your hard drive and we can't see it.

    Quote Originally Posted by Wolverines05 View Post
    i know new stuff about zone d, tackling, etc. is gonna be answered, so im gonna ask some different things. so here are some suggestions/questions:

    1.) make home field advantage matter more: the squiggly lines from the pre snap play art dont really hurt your opponent at all, as it is still incredibly obviously that my player is running a streak/slant/etc. just b/c the play art is squiggly doesn't mean i can't tell what route my wr is running! instead, perhaps show 2 possible routes that the receiver is running and take out the squiggly lines. this way i wont know for sure what my wr is going to run, and that would be a real HFA. especially with the new emphasis on differentiating crowds, this would be awesome. bring the presentation element into the gameplay too.

    2.) any new running animations (jukes/spins) or new running styles? I personally feel that NHL and FIFA do a great job of giving you a lot of smooth control on the sticks, with tons of variety in the types of moves you can pull off. in ncaa/madden, you can really do a left/right juke, truck, back juke, etc. with a simple flick of the right stick. if more moves were given to the runner, for example diff. types of jukes, it would give a lot more control to the user along with a greater arsenal of moves. this would really help separate good gamers from bad, and it would make the running game deeper and it would feel awesome to know that executing an awesome juke to blow by your defender was all your doing.

    3.) any changes to the locomotion system? i thought last year was a good start, but def. needed enhancements.

    4.) is the highly touted motivation system from NCAA 2008 in the game anymore? lol

    5.) please suggest that qb accuracy needs to toned way way down. in the demo of ncaa 11, there were actually under/over throws and ratings really seemed to dictate the outcome of the throws. of course once the game launched and was patched, it was back to the same old perfect pass every time. it made the game incredibly offensive oriented again, and also meant that ratings didnt matter pretty much. which then meant that there was no penalty for having a mobile qb whose accuracy ratings sucked. i really hope that qbs accuracy are more accurate to real life, meaning much less accurate in the game. i want to see under over throws, receivers barely able to make a play. not only would this lead to more realistic passing stats and completion %, but it would actually cut down on interceptions. this is because most interceptions come from a defender being in front of the receiver, meaning right in front of a predictable perfect pass. i dont want to be able to roll all the way right, throw 50 yds downfield across my body for a perfect throw, even if it means i wont have an all to easy to come by TD. if this was addressed, it would eliminate cheesers ten fold and force them to play sim. GET this in the game!!!

    6.) now if i were you guys, i would try to break/mess with the game to point out any flaws. im guessing you do this already. but moreover, in previous years, you could put your punters/kickers/qbs on the o line, and they would do just fine against the d line. this also works the other way around. there are really sad videos of this online, not to mention ive done this myself, but i believe the problem lies with the fact that there are no "BAD" animations in the game. meaning, a punter with 14 run/pass blocking will play just as well as the o lineman with 65 ratings b/c there are no animations that are meant for a player under a certain rating. adding bad animations, where my punter would realistically get destroyed and would never be able to hold a block, get past an o lineman in a thousand years, would help expand that ratings curve in an easy way. this also applies to every rating that requires an animation, so tackling route running, catching, etc.

    7.) i think one of you touched on this a little, but it was said that there is more band music playing throughout the game? i think it would be awesome to hear epic band music playing, like Requiem for a Dream, other epic music that is heard at games instead of just generic drums/trumpets.

    ive def got more to come, but this is so awesome that you guys are doing this!!!
    1) I think most of us agree that we want HFA to matter more, but then the discussion becomes how realistic is it versus what we allow in video games. Louder and more intense crowd noise on big downs and possessions seems to be something most people want and can accept.

    2) The devs told us that they've added some new running styles like they did last year.

    3) I don't think we were told of any specific changes to Locomotion, but I'm guessing they made some changes under the hood. Personally speaking, I felt like I could control my RB more (tighter), but it didn't mean I could pull off unreal moves though. It just made it easier to cut back towards holes at times.

    4) The Exploding Man? Nah, I don't think he's coming back!

    5) Agree with you on that. One of the issues that has existed in passing is that the game is very 'point-to-point.' Ball thrown to spot of receiver, nothing more or less. I thought there were a nice amount of overthrows and off-target passes in the Community Event builds, but like you said - that could change in patches or updates, hopefully not though.

    6) I didn't move out of position players to other spots, but I did see some new animations for players getting blown up on the o-line. Basically they were just grabbed and thrown to the ground. Someone else may have tried that specific issue...

    7) Are you talking in-game or in the menu system? In-game they did add more drum cadences for variety and also to avoid the same sounds from year to year. In-game, users should utilize the Stadium Sounds feature to help improve in-game music and atmosphere.

  7. #427
    Quote Originally Posted by JeffHCross View Post
    I didn't speak with any developers about this, so I can't say if they're aware of it. As far as between now and release ... it's unlikely, to be honest, in my opinion. This isn't from any inside information or anything like that, totally my opinion, but making a change of that magnitude between now and release would completely change the balance of the game. Timing of every animation would need to be modified with a change like that.

    Personally, I haven't noticed such a major change from NCAA 10 to 11 in terms of player strides -- I may have to take a look at this later.
    yeah, please do look at it. the easiest way to do this is to go into practice mode, offense only, and just do 40 yd dashes and look in replay mode. its really glaring to me actually, and realllllly bothers me. also, in that gameplay trailer, look at denard robinson keeping the ball at :25. his first 2 steps covers 6 yds, which is just ridiculous. not only is that a ton of coverage for being fully accelerated while running a straight line, but for his first 2 steps, that is absurd. irl, after watching footage of zone reads, the qb usually covers 5 yds in 3 steps. for example, in this play, it takes the qb 3 steps to get from the 25 to the 30, and when he is running down the sideline, his 4 steps (hes at full speed/full stride) gets him about 9 yards. at this rate, denard would take 9 steps to cover 30 yards, while it would take the navy qb about 12-13 steps. this doesn't even take into account the fact that denard hadn't even started to accelerate, as these were his first two steps.

    while i need to get back to finals studying lol, i have a lot more examples, but to see for yourself, just go to practice mode/look at replays while playing in game. anyway, this bothers me a TON and ill come up with more examples in the next couple days.

    http://www.youtube.com/watch?v=_xwr5KWSAHE

    http://www.youtube.com/watch?v=ob0s4tVxdCI

    also, in terms of devs not being able to change the animation, a couple things. one, i would hope this new collision system would mean that it wouldn't matter if the animation was altered/changed because the tackling animation could only occur at point of impact. therefore, making sure that warping at the right point wouldn't matter, because there is no more warping.. hopefully. idk though. thats probably just completely wrong logic lol. two, i know that ian cummings showed a video of them changing the running animation/enhancing it. in middle of alpha stage too. i think this is the video:
    http://www.youtube.com/watch?v=owCrPfB_6V8
    Last edited by Wolverines05; 04-24-2011 at 12:05 AM.

  8. #428
    Booster JeffHCross's Avatar
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    Quote Originally Posted by Wolverines05 View Post
    while i need to get back to finals studying lol, i have a lot more examples, but to see for yourself, just go to practice mode/look at replays while playing in game. anyway, this bothers me a TON and ill come up with more examples in the next couple days.
    No need. Getting me pointed in the right direction is enough.
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  9. #429
    Quote Originally Posted by Paakaa10 View Post
    No problem; if you--and anybody else reading this thread--have anything specific you would like us to look at, you could mention that here as well and we can add it to our lists of stuff to check. No guarantees that we'll be able to focus on any of it--or that we'll even be able to share any of that information after the event depending on what EA SPORTS tells us for clearance--but we can at least try and see since this will be the last Community Event of the NCAA Football 12 development cycle.

    EDIT:
    Although, of course, take a reasonable approach for any suggestions haha. Perhaps if some of you have lingering concerns about issues with NCAA 11 that the released information hasn't completely answered questions about, then we can take those suggestions and see if the issues can be replicated in NCAA 12 or if they've been fixed.

    A lot of this will depend on what our task is when we return to the studio; if our "play time" is regulated because the team wants specific answers to certain aspects of the game, then that's what we'll be doing.
    any possible way that they would be able to fix the ankle brace turning white. Also how much would have to go into getting different QB throwing motion like madden instead of naming them after players they can use style names, ala Choops2k8 shooting styles. thanks again

  10. #430
    Administrator cdj's Avatar
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    Quote Originally Posted by drlw322 View Post
    any possible way that they would be able to fix the ankle brace turning white.
    I saw it alluded to on Twitter, but never followed up. What is this ankle brace issue exactly?

  11. #431
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    Quote Originally Posted by cdj View Post
    I saw it alluded to on Twitter, but never followed up. What is this ankle brace issue exactly?
    Basically it's reverse uniform degradation, or at least that's the theory.
    It's some how linked to dirty uniforms as the braces gradually get whiter as uniforms get dirtier; they remain black on artificial fields.
    Every time I play a game the ankle braces change colors. For the first few plays the braces will be black, but they will change colors from black to gray then to this ugly whitish-creme color.
    I think it has to do something with the patch that added uniform degradation. It was never an issue before that. I'm guessing it's a glitch that tries to put dirt on the ankle braces but it instead turns them white.
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  12. #432
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    Quote Originally Posted by drlw322 View Post
    Also how much would have to go into getting different QB throwing motion like madden instead of naming them after players they can use style names, ala Choops2k8 shooting styles.
    Quite a bit. It would require new animations being recorded through motion capture (and not just throwing, but potentially a lot of different animations that are currently used for the QB position), adjustments to existing motions so the ball trajectory is right no matter what animation it comes out of, and the addition of an interface to change the style of the QB. Then you have to consider the code that would select the right animation, rather than just selecting from the same set for every QB.
    Twitter: @3YardsandACloud

  13. #433
    I just looked over the the last few pages and seems my question got lost in the mix. No biggie, I'll just re-type it for you. Plus I thought of a few more gameplay questions, lol.

    When you guys used the new tackling button and dive for catch button was there any delay or lag from the time you pushed the button and saw the animation kick in?

    Can you use the dive for catch to make interceptions over a diving wr? In other words does the WR always win out if both WR and DB dive for the overthrown ball.

    How effective is the dive for catch? I read all the reviews and some come off as implying it is overpowered especially when I read that if we use the dive catch we won't be disappointed.

    And a last couple things regarding special teams since not much was said about it. I hope the developers are aware of the kickoff glitch where a HB or WR is inserted as the kickoff specialist and then does short pooch kickoffs to the sideline and results in a recovered onside 75% of the time. Also, can we get an answer as to why they removed the bad snaps from special teams that makes no sense at all to remove it from the game. If anybody watches college football they see bad snaps for punts, field goals, pat's, and when QB's are in shotgun formation. If they can put those animations back in with the requisite delays we might see some actual blocked punts and field goals like real life.

    Thanks for taking the time to answer all our questions, its much appreciated.

  14. #434
    Booster JeffHCross's Avatar
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    I didn't notice any real difference between the dive button on NCAA 11 and the new tackle button on NCAA 12, but I also tend to not use the button on 11 until I'm really close to the ball carrier, so I may have been using it more like it will be for 12.

    I didn't try dive for catch at all. I'm a horrible User Catch player.

    I didn't speak to anybody about special teams, so I don't have any answers for either of those last questions. I definitely want to see the bad snaps back in though.
    Twitter: @3YardsandACloud

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  16. #436
    Heisman Rudy's Avatar
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    Quote Originally Posted by cdj View Post
    3) I don't think we were told of any specific changes to Locomotion, but I'm guessing they made some changes under the hood. Personally speaking, I felt like I could control my RB more (tighter), but it didn't mean I could pull off unreal moves though. It just made it easier to cut back towards holes at times.
    I must say that is disappointing to me. I didn't think locomotion went far enough last year. I want more player momentum and less control but this makes it seem like they are going back towards pre-NCAA 11 momentum. I really wish they could offer a couple different settings of momentum like the game speed slider. Just give us more options to be able to recreate a PS2 like player movement system.

  17. #437
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    Quote Originally Posted by Wolverines05 View Post
    yeah, please do look at it. the easiest way to do this is to go into practice mode, offense only, and just do 40 yd dashes and look in replay mode. its really glaring to me actually, and realllllly bothers me. also, in that gameplay trailer, look at denard robinson keeping the ball at :25. his first 2 steps covers 6 yds, which is just ridiculous. not only is that a ton of coverage for being fully accelerated while running a straight line, but for his first 2 steps, that is absurd. irl, after watching footage of zone reads, the qb usually covers 5 yds in 3 steps. for example, in this play, it takes the qb 3 steps to get from the 25 to the 30, and when he is running down the sideline, his 4 steps (hes at full speed/full stride) gets him about 9 yards. at this rate, denard would take 9 steps to cover 30 yards, while it would take the navy qb about 12-13 steps. this doesn't even take into account the fact that denard hadn't even started to accelerate, as these were his first two steps.

    while i need to get back to finals studying lol, i have a lot more examples, but to see for yourself, just go to practice mode/look at replays while playing in game. anyway, this bothers me a TON and ill come up with more examples in the next couple days.

    http://www.youtube.com/watch?v=_xwr5KWSAHE

    http://www.youtube.com/watch?v=ob0s4tVxdCI

    also, in terms of devs not being able to change the animation, a couple things. one, i would hope this new collision system would mean that it wouldn't matter if the animation was altered/changed because the tackling animation could only occur at point of impact. therefore, making sure that warping at the right point wouldn't matter, because there is no more warping.. hopefully. idk though. thats probably just completely wrong logic lol. two, i know that ian cummings showed a video of them changing the running animation/enhancing it. in middle of alpha stage too. i think this is the video:
    http://www.youtube.com/watch?v=owCrPfB_6V8
    Omgoodness you're right! I knew there was just something off. Like the field seemed too small or something. But it's simply that more steps per yard need to be added. This would also speed up the legs of players, making them look faster, and make cutting animations that much more sick! One of the reasons spin moves have never looked tight enough is for this very reason!

  18. #438
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    Do stadiums fall into the "Play Now" category?

    If so, there wouldn't happen to be any new generic stadiums, would there?

  19. #439
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    Quote Originally Posted by WolverineJay View Post
    1) When you guys used the new tackling button and dive for catch button was there any delay or lag from the time you pushed the button and saw the animation kick in?

    2) Can you use the dive for catch to make interceptions over a diving wr? In other words does the WR always win out if both WR and DB dive for the overthrown ball.

    3) How effective is the dive for catch? I read all the reviews and some come off as implying it is overpowered especially when I read that if we use the dive catch we won't be disappointed.

    4) And a last couple things regarding special teams since not much was said about it. I hope the developers are aware of the kickoff glitch where a HB or WR is inserted as the kickoff specialist and then does short pooch kickoffs to the sideline and results in a recovered onside 75% of the time. Also, can we get an answer as to why they removed the bad snaps from special teams that makes no sense at all to remove it from the game. If anybody watches college football they see bad snaps for punts, field goals, pat's, and when QB's are in shotgun formation. If they can put those animations back in with the requisite delays we might see some actual blocked punts and field goals like real life.
    1) Honestly, until this week, I didn't know/realize there had been a change to the tackle button. It's something I'll be testing on my next visit.

    2) I have no idea.

    3) I can't say with certainty, but I'm sure it can be tuned and wouldn't worry too much.

    4) I got the sense that ST will be overhauled all in one year, not incrementally.

  20. #440
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    Quote Originally Posted by souljahbill View Post
    Do stadiums fall into the "Play Now" category?

    If so, there wouldn't happen to be any new generic stadiums, would there?
    1) Yes.

    2) I didn't check.

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